User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'self.updateSatietyDisplay = function () {' Line Number: 485
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Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'self.updateSatietyDisplay = function () {' Line Number: 485
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Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'self.updateSatietyDisplay = function () {' Line Number: 485
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'self.updateSatietyDisplay = function () {' Line Number: 484
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Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'LK.getSound('spawnpuzir').play(); // Play sound when a bubble is created' Line Number: 447
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'self.updateSatietyDisplay = function () {' Line Number: 484
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'LK.getSound('spawnpuzir').play(); // Play sound when a bubble is created' Line Number: 447
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'LK.getSound('spawnpuzir').play(); // Play sound when a bubble is created' Line Number: 447
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'updateSatietyDisplay')' in or related to this line: 'self.updateSatietyDisplay = function () {' Line Number: 480
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Please fix the bug: 'TypeError: self.updateSatietyDisplay is not a function' in or related to this line: 'self.updateSatietyDisplay();' Line Number: 226
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Выключи отображение сытости над рыбами. Добавь отображение стоимости под кнопками создания рыб и корма.
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Почему-то когда появляются монеты то пузыри начинают быстро плыть вверх. Такого быть не должно. Между ними вообще не должно быть связи.
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Баланс находится в центре вверху а монеты летят в угол верхний левый исправь это
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Нужно добавить визуальный эффект при подбирании монетки. Когда она подбирается она летит на баланс и там исчезает. Как-бы летит прибавить баланс.
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еще чуть выше на 50
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Монетка должна останавливаться на томже уровне где останавливается и корм. С этого момента этот уровень называть буду ДНО
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Теперь давай добавил баланс в центре экрана на верху. Изначально баланс равен 100 доллароам. Под каждой иконкой расставим цены. Для создания рыбы требуется 50 долларов. Для создания корма 5$. Если на балансе не хватает средств кнопки для создания не будут работать. И еще каждые 15 секунд рыба создает манетку, которая плавно опускается на дно и остается там 5 секунд после чего исчезает. При клике по манетке она исчезает и к балансу прибавляется 10$/
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Дело в том что в начале такой ошибки нет пока рыба не будет есть корм и чем больше корма едят тем больше в будущем таких проблем с падением корма. Возможно это тебе поможет. Используй эту информацию и исправь ошибку.
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Ошибка все равно есть попробуй еще метод исправления
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Ошибка все равно есть попробуй еще метод исправления
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Ошибка все равно есть попробуй еще метод исправления
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Ошибка все равно есть попробуй еще метод исправления
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попробуй использовать исправление по всем 4 пунктам по очереди.
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еще на 100
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еще на 10
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Aquarium class representing the aquarium var Aquarium = Container.expand(function () { var self = Container.call(this); var aquariumGraphics = self.attachAsset('Aquarium', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; self.y = 2732 / 2; var scale = Math.min(2048 / aquariumGraphics.width, 2732 / aquariumGraphics.height); self.scaleX = scale; self.scaleY = scale; }); // Bubble class representing a bubble created by fish var Bubble = Container.expand(function () { var self = Container.call(this); var randomScale = Math.random() * 0.5 + 0.75; // Random scale between 0.75 and 1.25 var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7, // Set transparency to 50% scaleX: randomScale, scaleY: randomScale }); // Initialize bubble position and speed self.speed = Math.random() * 0.5 + 0.5; // Random speed for each bubble // Update function to move the bubble upwards self.update = function () { self.y -= self.speed * 4; self.x += Math.sin(LK.ticks / 20) * 0.5; // Oscillate horizontally if (self.y < 730) { self.pop(); } }; // Function to pop the bubble self.pop = function () { // Add pop animation or effect here if needed LK.getSound('Lop').play(); self.destroy(); bubbles.splice(bubbles.indexOf(self), 1); }; }); // Coin class representing a coin dropped by a fish var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); // Update function to move the coin downwards self.update = function () { self.y += 2; if (self.y > aquarium.y + aquarium.height / 2 - 100) { self.y = aquarium.y + aquarium.height / 2 - 100; // Set position to the bottom self.update = function () {}; // Stop updating position // Start the timer for coin disappearance LK.setTimeout(function () { if (coins.includes(self)) { self.destroy(); coins.splice(coins.indexOf(self), 1); } }, 5000); // Wait for 5 seconds before disappearing } // Add click event to coin self.down = function (x, y, obj) { // Create a tween to animate the coin flying to the balance tween(self, { x: 2048 / 2, y: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 1000, onFinish: function onFinish() { balance += 10; balanceText.setText('$' + balance); self.destroy(); coins.splice(coins.indexOf(self), 1); } }); }; }; }); // Corm class representing a falling corm var Corm = Container.expand(function () { var self = Container.call(this); var cormGraphics = self.attachAsset('corm', { anchorX: 0.5, anchorY: 0.5 }); // Set initial falling speed self.fallingSpeed = 2 / 1.5; // Update function to move the corm downwards self.update = function () { self.y += self.fallingSpeed; // Check if corm reached the bottom of the aquarium if (self.y > aquarium.y + aquarium.height / 2 - 100) { self.y = aquarium.y + aquarium.height / 2 - 100; // Set position to the bottom self.update = function () {}; // Stop updating position // Start the timer for corm disappearance LK.setTimeout(function () { if (corms.includes(self)) { self.destroy(); corms.splice(corms.indexOf(self), 1); } }, 5000); // Wait for 5 seconds before disappearing } }; }); // Fish class representing a fish in the aquarium var Fish = Container.expand(function () { var self = Container.call(this); var fishGraphics = self.attachAsset('fish', { anchorX: 0.5, anchorY: 0.5, alpha: 3 }); self.speed = Math.random() * 2 + 1; // Random speed for each fish self.direction = 1; // Fish always swim to the right when they appear // Function to update the satiety display self.updateSatietyDisplay = function () { // Add logic to update the satiety display if needed // Currently, this function is a placeholder to prevent errors console.log("Satiety updated for fish at position:", self.x, self.y); }; self.satiety = 60; // Update function to move the fish self.verticalInterval = Math.random() * 100 + 50; // Random interval for vertical movement self.update = function () { if (self.satiety > 30 || self.satiety <= 30 && corms.length === 0) { if (Math.random() < 0.01) { self.speed = 0; // Random pause } else { self.speed = Math.random() * 2 + 1; // Randomize speed again after pause } self.x += self.speed * self.direction; self.y += Math.sin(LK.ticks / self.verticalInterval) * self.speed + (Math.random() - 0.5) * 2; // Add random vertical movement based on unique interval // Randomly change direction and speed if (Math.random() < 0.0033) { self.direction *= -1; // Change horizontal direction self.speed = Math.random() * 2 + 1; // Randomize speed fishGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the fish based on direction } } else { // Move towards the nearest corm var nearestCorm = null; var minDistance = Infinity; nearestCorm = null; minDistance = Infinity; corms.forEach(function (corm) { var distance = Math.sqrt(Math.pow(corm.x - self.x, 2) + Math.pow(corm.y - self.y, 2)); if (distance < minDistance) { minDistance = distance; nearestCorm = corm; } }); if (nearestCorm) { var angle = Math.atan2(nearestCorm.y - self.y, nearestCorm.x - self.x); self.x += Math.cos(angle) * 4; self.y += Math.sin(angle) * 4; fishGraphics.scaleX = Math.cos(angle) < 0 ? -1 : 1; // Flip the fish based on direction // Check if fish intersects with the corm if (nearestCorm && self.intersects(nearestCorm)) { var index = corms.indexOf(nearestCorm); if (index !== -1) { nearestCorm.destroy(); // Ensure corm is destroyed immediately upon consumption corms.splice(index, 1); self.satiety = Math.min(100, self.satiety + 30); // Increase satiety by 30, max 100 self.updateSatietyDisplay(); } // Reset nearestCorm to ensure fish targets a new corm nearestCorm = null; } } } // Ensure fish stays within aquarium bounds if (self.x < aquarium.x - aquarium.width / 2 || self.x > aquarium.x + aquarium.width / 2) { self.direction *= -1; // Change direction if fish hits the aquarium edge fishGraphics.scaleX = self.direction < 0 ? -1 : 1; // Flip the fish based on direction } if (self.y < aquarium.y - aquarium.height / 2 + 550) { self.y = aquarium.y - aquarium.height / 2 + 550; // Prevent fish from swimming above 600 units from the top boundary } else if (self.y > aquarium.y + aquarium.height / 2 - 50) { self.y = aquarium.y + aquarium.height / 2 - 50; // Prevent fish from swimming below the bottom boundary } // Update satiety display if (self.satiety <= 10) { fishGraphics.tint = 0xFFFF00; // Change color to yellow if (self.satiety <= 0) { // Spawn FishD at the fish's position var fishD = new FishD(); fishD.x = self.x; fishD.y = self.y; fishD.scaleX = fishGraphics.scaleX; fishD.scaleY = fishGraphics.scaleY; game.addChild(fishD); fishDs.push(fishD); self.destroy(); // Remove fish if satiety is 0 or less fishes.splice(fishes.indexOf(self), 1); return; // Exit update function to prevent further processing } } else { fishGraphics.tint = 0xFFFFFF; // Reset to original color } self.updateSatietyDisplay(); // Drop a coin every 15 seconds if (LK.ticks % (60 * 15) === 0) { self.dropCoin(); } }; // Function to grow the fish self.grow = function () { // fishGraphics.scaleX += 0.1; // fishGraphics.scaleY += 0.1; }; // Function to drop a coin self.dropCoin = function () { var coin = new Coin(); coin.x = self.x; coin.y = self.y; game.addChild(coin); coins.push(coin); }; }); // FishD class representing a fish skeleton var FishD = Container.expand(function () { var self = Container.call(this); var fishDGraphics = self.attachAsset('FishD', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFFF00 // Change color to yellow }); // Initialize position and speed self.speed = 2 / 1.5; // Update function to move the fish skeleton downwards self.update = function () { self.y += self.speed; if (self.y >= aquarium.y + aquarium.height / 2 - 50) { self.y = aquarium.y + aquarium.height / 2 - 50; // Stop at the bottom self.update = null; // Stop updating position // Start shrinking after reaching the bottom tween(self, { scaleX: 0.33, scaleY: 0.33 }, { duration: 3000, onFinish: function onFinish() { self.destroy(); fishDs.splice(fishDs.indexOf(self), 1); } }); } }; }); // InterfacePanel class representing the interface panel var InterfacePanel = Container.expand(function () { var self = Container.call(this); self.width = 2048; self.height = 200; self.y = 0; self.x = 0; self.color = 0x000000; self.alpha = 0.5; // Function to add a fish to the aquarium self.addFish = function () { var fish = new Fish(); var angle = Math.random() * Math.PI * 2; var radius = Math.random() * 600; fish.x = aquarium.x + radius * Math.cos(angle); fish.y = aquarium.y + radius * Math.sin(angle); fishes.push(fish); game.addChild(fish); }; // Event listener for adding fish // Create a fish icon var fishIcon = self.attachAsset('iconFish', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 500, alpha: 2 }); // Add cost display under fish icon var fishCostText = new Text2('$50', { size: 50, fill: 0xFFFFFF }); fishCostText.anchor.set(0.5, 0); fishCostText.y = fishIcon.y + fishIcon.height / 2 + 10; fishCostText.x = fishIcon.x; self.addChild(fishCostText); // Create a corm icon var cormIcon = self.attachAsset('iconcorm', { anchorX: 0.5, anchorY: 0.5, x: 450, y: 500, alpha: 2 }); // Add cost display under corm icon var cormCostText = new Text2('$5', { size: 50, fill: 0xFFFFFF }); cormCostText.anchor.set(0.5, 0); cormCostText.y = cormIcon.y + cormIcon.height / 2 + 10; cormCostText.x = cormIcon.x; self.addChild(cormCostText); // Event listener for corm icon cormIcon.down = function (x, y, obj) { LK.getSound('clickkorm').play(); tween(cormIcon, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(cormIcon, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); // Create and drop a new corm from the top if (balance >= 5) { balance -= 5; balanceText.setText('$' + balance); var corm = new Corm(); corm.x = Math.random() * (2048 - 500) + 200; // Random x position within 200 units from both edges corm.y = 750; // Start from a slightly lower position game.addChild(corm); corms.push(corm); } }; // Event listener for adding fish fishIcon.down = function (x, y, obj) { if (balance >= 50) { balance -= 50; balanceText.setText('$' + balance); self.addFish(); LK.getSound('click').play(); } tween(fishIcon, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(fishIcon, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables //<Assets used in the game will automatically appear here> var balance = 100; var balanceText = new Text2('$' + balance, { size: 100, fill: 0xFFFFFF }); balanceText.anchor.set(0.5, 0); LK.gui.top.addChild(balanceText); var fishes = []; var coins = []; var corms = []; var bubbles = []; var fishDs = []; var lastFeedTime = 0; // Decrease satiety of each fish every second LK.setInterval(function () { for (var i = 0; i < fishes.length; i++) { if (fishes[i].satiety <= 10) { fishes[i].satiety = Math.max(0, fishes[i].satiety - 1); // Decrease by 1 if satiety is 10 or less } else { fishes[i].satiety = Math.max(0, fishes[i].satiety - 2); // Decrease by 2 otherwise } fishes[i].updateSatietyDisplay(); } }, 1000); // Create the aquarium var aquarium = new Aquarium(); game.addChild(aquarium); // Function to create bubbles function createBubbles() { if (bubbles.length < 6) { var bubbleCount = Math.random() < 0.5 ? 1 : 3; // Randomly decide to create 1 or 3 bubbles if (bubbleCount === 1) { var bubble = new Bubble(); bubble.x = Math.random() * (aquarium.width - 50) + aquarium.x - aquarium.width / 2 + 25; // Random x position within the aquarium bubble.y = aquarium.y + aquarium.height / 2 - 50; // Start from the bottom of the aquarium game.addChild(bubble); bubbles.push(bubble); LK.getSound('spawnpuzir').play(); // Play sound when a bubble is created } else { var baseX = Math.random() * (aquarium.width - 50) + aquarium.x - aquarium.width / 2 + 25; // Random x position within the aquarium var baseY = aquarium.y + aquarium.height / 2 - 50; // Start from the bottom of the aquarium for (var i = 0; i < bubbleCount; i++) { LK.setTimeout(function () { var bubble = new Bubble(); bubble.x = baseX; bubble.y = baseY; game.addChild(bubble); bubbles.push(bubble); LK.getSound('spawnpuzir').play(); // Play sound when a bubble is created }, i * 500); // Cascade with 0.5 second interval } } } // Set a new random interval between 10 to 20 seconds LK.setTimeout(createBubbles, Math.random() * 10000 + 10000); } // Start the first bubble creation createBubbles(); // Create the interface panel var interfacePanel = new InterfacePanel(); game.addChild(interfacePanel); // Game update function game.update = function () { // Update all coins for (var j = 0; j < coins.length; j++) { coins[j].update(); } // Update all bubbles for (var l = 0; l < bubbles.length; l++) { bubbles[l].update(); } // Update all corms for (var k = 0; k < corms.length; k++) { if (corms[k] && typeof corms[k].update === 'function') { corms[k].update(); } } // Update all FishD instances for (var m = 0; m < fishDs.length; m++) { if (typeof fishDs[m].update === 'function') { fishDs[m].update(); } } }; // Function to update the satiety display self.updateSatietyDisplay = function () { // Add logic to update the satiety display if needed // Currently, this function is a placeholder to prevent errors };
===================================================================
--- original.js
+++ change.js
прозрачный пузырь воздуха. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Потрепаная рыбе
древняя Монетка, постэльные цвета. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Потрепаная рыба
сундук с сокровищами с видом спереди, постэльные цвета. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
предупреждение о нападении акул без надписей, постэльные цвета.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Морской Монстр, вид с боку, накаченные мышцы, постэльные цвета.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Большой прозрачный радужный пузырь. пастельные цвета Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
осьминог повар, минимализм, пастельные цвета \. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
spawnpuzir
Sound effect
Lop
Sound effect
click
Sound effect
clickkorm
Sound effect
Emy
Sound effect
MonetaSpawn
Sound effect
MonetaUp
Sound effect
Deadfish
Sound effect
rost
Sound effect
akulaspawn
Sound effect
ataka
Sound effect
emyakula
Sound effect
sundukup
Sound effect
Music
Music
music2
Music
udarbonus
Sound effect
udarbonus2
Sound effect
udarbonus3
Sound effect
startbonus
Sound effect
osmincorm
Sound effect